|
|
Move |
Range |
Off. |
Def. |
Cost |
Notes |
|
| Brick |
1 |
0 |
6 |
4 |
30 |
See below |
0.5 |
| Energy
Blaster |
2 |
1 |
6 |
3 |
30 |
See below |
0.5 |
| Martial
Artist |
3 |
0 |
5 |
4 |
30 |
See below |
0.5 |
|
1 |
2 |
6 |
3 |
30 |
See below |
0.5 |
| Speedster |
5 |
0 |
4 |
4 |
30 |
See below |
0.5 |
|
2 |
1 |
5 |
4 |
30 |
See below |
|
| Magician |
1 |
3 |
5 |
2 |
30 |
Starts with 3 cards
& See below |
1.25 |
|
|
|
| Each superhero may
also choose one +50% Special Ability |
|
| Examples
include: |
|
|
| +1 Off |
|
|
| +1 Def |
|
|
| 1 hex area affect |
|
|
| Attacks twice |
|
|
| Or instead, any two
25% Special Abilities, including: |
|
| +1 Range |
|
|
| +1 Move |
|
|
| Start
the game with one extra card |
|
|
| Flying |
|
|
|
|
| For 10 more points, the superhero can have double the amount of
options from the Special Ability Table in the main rules (100% total). |
|
|
|
|
| Hit point option: For a different approach to combat, the
'Defense' score can be used as 'Hit points' instead (i.e.any unmodified hit
would remove a hit point). |
|
|
|
|
|
|
|
|
|